Metroid

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By Proven Paradox at Divided by Zero.

"Science Team believes the Metroids can be tamed. I believe Science Team has vapor for brains."

Metroid

Small Aberration
Hitdice 3d8 + 6 (20 HP)
Speed Fly 50' (perfect) (10 squares)
Init +3 (Dex)
AC 20 (3 Dex, 1 Size, 6 Natural); touch 14; flat-footed 17
BAB +2; Grp +6 (3 BAB + 3 Str + 4 Improved Grapple - 4 size)
Attack Slam +7 (1d6 + 3, crit x2) or Bite +7 (1d4 + 3, crit x3)
Full-Attack Slam +7 (1d6 + 3, crit x2) or Bite +7 (1d4 + 3, crit x3)
Space/Reach 5'/5'
Special Attacks: Improved Grab, Pounce, Life Drain
Special Qualities: Darkvision 60', Ignore Damage, Freeze Solid
Saves Fort +3 (1 base + 2 Con) Ref +6 (3 base + 3 Dex) Will +4 (3 base + 1 Wis)
Abilities Str 16, Dex 16, Con 14, Int 2, Wis 12, Cha 4
Skills: Spot 8, Listen 4,
Feats: Improved Grapple
Environment: Any
Organization: Solitary or Pod (3-5)
Challenge Rating: 4 (?)
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Small)
Level Adjustment: --

This creature is a bizarre sight, floating and bobbing through the air with no evident means of flight. Four large, light yellow claws or teeth--it's difficult to tell which--protrude from the bottom of the creature's green outer membrane. This membrane is translucent and clearly shows the creature's inner workings, masses of a blood red tissue bunching up in different locations throughout its roughly spherical body. Suddenly it notices you and lunges, the bottom first with sharp claws outstretched with a high pitched screech.

Metroids range from 1-2 feet in diameter, and weigh 10-30 lbs. They originated on the planet SR-388, but they have been spread from there since, often due to ambitions for weaponizing them or for using them to harvest energy.

Combat

When a Metroid senses another life-form, it will charge into combat quickly, seeking to drain the victim's life energy to sate it's unending hunger. It usually closes in on the nearest target as quickly as possible with a charge, sinking its teeth into the victim's skin and draining the life from them.

Improved Grab (Ex): To use this ability, a metroid must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can drain the target's life.

Pounce (Ex): If a metroid charges a foe, it can make a full attack.

Life Drain (Ex): If a metroid begins a round grappling an opponent, it may drain 1d6 constitution from the victim. The metroid gains temporary hit points equal to (3 * constitution drained) that the metroid loses at a rate of 2 per hour.

Ignore Damage (Ex): A metroid ignores the first ten damage of any damage type other than cold damage.

Freeze Solid (Ex): If a metroid takes less than 10 cold damage from a single attack, it must make a fortitude save (DC = 10 + damage done) or be treated as if affected by a Slow spell (caster level 10) for one minute (10 rounds). If the metroid takes more than 10 damage, it must make a fortitude save (DC = 15 + half the damage done[round down]) or else be frozen solid. If it passes this save, it is treated as if affected by a Slow spell (caster level 10) for one minute (10 rounds). A metroid that is frozen solid cannot move, but stays suspended in the air at the exact position it was frozen in. While frozen solid, the metroid loses Ignore Damage and all natural armor. This effect lasts for two rounds, after which it is treated as if affected by a Slow spell (caster level 10) for one minute (10 rounds).

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